blender-game-assets
Skill4 starsChanged 25 days agoMITView on GitHub
Turn Meshy.ai (or other AI/photogrammetry) models, reference images and concept sheets into game-ready low-poly assets by driving a live Blender over MCP: rebuild props and buildings and bake detail into textures, reduce characters to a budget, prepare Mixamo uploads and fix Mixamo skin weights, or build a model straight from a reference sheet without Meshy; exports FBX or GLB for game engines. Also use for artifact cleanup and texture clarity on already optimized humans and monsters. Use whenever the user mentions Blender, Meshy, low-poly, retopology, polycount, baking, normal maps, game-ready or optimized models, Mixamo or rigging, or asks to make a 3D asset from a picture, even if they don't name the skill.
In this repository2 other files it gives its agents.
- game-designerSkill
- godot-gamedevSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 35
Use the user's or project's own layout when one exists.
- Very specific: line 70
Inspect: import into a fresh file/scene, report tris/dims/materials, render 4–6 orthographic views and look at them.
- Distinctive: line 82
Don't keep large hidden faces (full plinth tops under walls, roof end caps behind trim) — they waste atlas space.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Blender Game Assets
Turn heavy AI-generated models into cheap, clean game assets that still look like the original. Meshy-style output looks good but is unusable in a game as-is: 0.5–1.2M triangles, keys/bricks/boards as geometry, one messy mesh. The result must hold up from the game camera (often isometric or top-down) and when the user inspects it up close in Blender, from low angles. Answer in the user's language; keep file names and code identifiers as they are.
Character FBX delivery and neutral previews
For this user's humans/monsters, final output is FBX with its texture folder. For delivery settings or dull scene previews, read references/preview-and-fbx.md. Use a saved neutral studio with Khronos PBR Neutral; correct lighting/display before changing texture colors. This character preference takes precedence over the generic GLB delivery examples below (recorded 2026-10-19).
Texture-only work on optimized characters
For texture artifact removal, clarity or material polish on an existing optimized human or monster, read references/texture-cleanup.md. That mode replaces the raw-to-game reduction workflow below: use optimized versions only, preserve geometry/UV/rig, and assess before editing when requested. It records this user's character texture preferences (2026-10-19).
0. Connect to Blender
Requires Blender 5.1+ with the Blender Lab MCP add-on (a socket server inside Blender, default 127.0.0.1:9876) and an MCP bridge registered in the agent. Look for the tools blender_execute_python / blender_scene_info (Claude Code lists them as mcp__blender__…). If they are missing, follow references/connection.md — the skill bundles the bridge (scripts/blender_mcp_stdio.py).
For long operations (FBX import, bakes, remesh) or when the MCP tools aren't loaded yet, run job files with the bundled client; it has a long timeout and lets you prepend the helper library:
python3 <skill>/scripts/blender_exec.py <skill>/scripts/bpy_lib.py my_job.pyJob scripts run in Blender's main thread and must assign a dict to result. Keep job scripts in a temporary/scratch directory, not in the user's asset folders.
1. Conventions
Use the user's or project's own layout when one exists; otherwise propose this default once and stick to it:
- Raw input:
<assets>/meshy_raw/<name>/(zip or folder: FBX/GLB/OBJ + PBR PNGs; a same-named image is the prompt reference). Let the user refer to a model by its name only. - Output:
<assets>/optimized/<name>/→<name>.glb,<name>.blend,textures/<name>_{albedo,normal,orm}.png,compare.png,report.md(in the user's language). Rigged:<name>_mixamo.fbx,mixamo/(the downloaded file),<name>_rigged.glb. - Copy results into a game project only when asked.
- One Blender file per model. Before starting another model: save the current file (into its
optimized/<old>/folder if unsaved), thenread_homefile(use_empty=True)— the MCP add-on keeps listening. Never discard work you didn't make: if the open file holds other things, work in a new scene and mention what you saw. - ORM packing: R = AO, G = Roughness, B = Metallic; glTF occlusion is wired through a
glTF Material Outputnode group (game_materialinbpy_lib.py).
2. Pick the workflow
| Input | Workflow | Guide |
| Meshy prop / building / furniture / weapon | Rebuild clean low-poly from measurements, bake from the Meshy mesh | references/hard-surface.md |
| Meshy vehicle (car, truck, cart) | Visible shell → cross-section cage shrinkwrapped onto it → decimate; clean tyres; add missing parts | references/vehicles.md |
| Meshy character / creature | Voxel remesh → calm hair → budgeted decimation → body-part seams → bake | references/characters.md |
| Character needs a skeleton | Mixamo-ready FBX → user rigs on mixamo.com → fix weights → rigged GLB | references/mixamo.md |
| Only a reference image / multi-view sheet | Measure in pixels → block out → project views as texture → bake atlas | references/from-reference.md |
Budgets for an isometric/top-down camera (detail into textures, silhouette into geometry):
| Type | Triangles | Texture |
| Small prop | 50–500 | 256–512 |
| Medium prop | 500–2 000 | 512–1024 |
| Building | 150–8 000 | 1024–2048 |
| Hero / elite / boss | 8 000–15 000 | 2048 |
| Enemy with a special mechanic (shooter, charger, caster) | 3 000–5 000 | 1024 |
| Crowd / horde enemy, 1.5–2 m | 2 500–3 500 | 1024 |
| Crowd / horde enemy, under 1.2 m | 1 500–2 500 | 1024 |
| Swarm critter (bat, insect), no rig | 300–800 | 512 |
Ask the enemy's role before reducing it. Crowd enemies are drawn 200–300 at once, so their budget is set by the whole crowd, not by how the single model looks. Measured in Godot 4 (Forward+, M-series Mac): 400 skinned 12.5k-tri enemies with shadows were GPU-bound at ~46 FPS; without shadows they ran at 60 FPS. Skinning cost scales with vertices × instances, and every shadow cascade draws the mesh again. For a crowd enemy, also: one surface/material, no finger bones (see references/mixamo.md), 4 weights per vertex, LOD on import, and a clip set of run / attack / hit / death (+ knockdown and get-up if the game knocks enemies down). Build new crowd monsters straight to the crowd budget. Cutting a finished 8–14k model down later costs more work and looks worse.
3. The loop (every workflow)
- Inspect: import into a fresh file/scene, report tris/dims/materials, render 4–6 orthographic views and look at them.
- Measure before modelling: BVH ray casts on the source mesh (
raycaster) or pixel measurement on a gridded zoom of the reference (maps_post.py grid). Pick a scale anchor (door ≈ 2.0–2.1 m, adult ≈ 1.75–1.9 m). - Build / reduce, then compare silhouettes against the source from the same cameras (flat grey, original vs low-poly side by side).
- UV + bake (or project), post-process maps, build the game material.
- Review the way the user will: lit EEVEE renders from the game angle and perspective close-ups from low angles (porch, eaves, gable edges, face, hands, UV seams). Zoom into anything suspicious. Bake artifacts hide in the overview and jump out in close-ups.
- Export, then verify by re-importing in a background Blender (
scripts/bg_verify.py) or by reading the GLB (scripts/verify_glb.py): one mesh, the right material maps,doubleSided: false, clean transforms, ground at z = 0. - Deliver:
compare.png(original vs result, overview + close-ups),report.md(tris before/after, what stayed geometry vs went to textures, decisions, known limits); show the image to the user and summarise.
4. Hard-won rules
- Anything that sticks out of the silhouette (barge boards, fascia under a pent roof, brackets, posts) must be real geometry. Baked as a projection it streaks and exposes the source's roof underside.
- Downward faces of Meshy buildings often hit backfaces: shrink their UV islands and flatten their normals (
maps_post.py flatten); fill visible soffits with the neighbouring board colour. Don't do this on characters — chins and arm undersides are real. - Don't keep large hidden faces (full plinth tops under walls, roof end caps behind trim) — they waste atlas space.
- Decimate's vertex group is a hard mask ("decimate only these"), not a soft weight; use two masked passes for per-region budgets. Decimate symmetry does nothing on voxel meshes. QuadriFlow at ~12k melts faces and hands.
smart_projecton a decimated character gives ~1200 islands — use semantic body-part seams.- glTF export with
use_selectionalso exports objects selected in other scenes: useuse_active_scene=Trueand deselect everywhere (export_glbdoes both). Object names are global across scenes — renaming to a taken name silently fails. - Mixamo's auto-rig often gives the chin/jaw ~50%
Neckweight → "skewed chin" when the head tilts. Fix it before delivering (fix_head_weights). - Long operations can run in
blender -b(synchronous, keeps the user's UI free); exchange data viabpy.data.libraries.write/libraries.load. - Bake albedo from the source's Base Color through an emission (
bake_mapsdoes): the DIFFUSE colour pass is base × (1 − metallic) and turns chrome black. Split sharp edges before selected-to-active bakes, or shared vertex normals skew the rays at hard corners. - Meshy panels are often thin open shells (cars): voxel remesh shreds them — cull invisible faces and shrinkwrap a clean cage instead.
- System Python may lack numpy (the post scripts only need Pillow); Blender's Python has numpy.
Bundled scripts
scripts/blender_mcp_stdio.py— stdio MCP bridge for the Blender add-on (register it in Claude Code or Codex).scripts/blender_exec.py— run job files in the live Blender (long timeout, concatenates files).scripts/bpy_lib.py— Blender-side helpers: file hygiene, import/stats, ray casting, block-out (prism,box,ledge_ring,offset_band),unwrap_hard_surface,character_lowpoly,decimate_to,unwrap_character,bake_maps,bake_self,bleed_reference,normal_from_albedo,underside_uv_polys,game_material,export_glb,export_mixamo_fbx, review renders, rig helpers (weight_profile,fix_head_weights,limit_weights,stress_pose).scripts/maps_post.py— Pillow post-processing:pack-orm,flatten,fill,grid(measuring references),sheet(comparison images).scripts/bg_verify.py— re-import FBX/GLB in background Blender and report.scripts/verify_glb.py— inspect a GLB (meshes, materials, skins, animations).scripts/selftest_bg.py— smoke test ofbpy_lib.pyinblender -b(run after Blender upgrades).
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